Gamification is utilised to encourage behavioural change and advance desired attitudes in well-being. Well-being can be enhanced through the alteration of individual behaviours and social aspects. Wearables used for self-tracking are developing and growing their market segment. This essay explores how gamified wearables can impact physical and mental well-being. This essay explores how three main topics: 1) gamification, 2) well-being and, 3) wearables collide. The existing research indicates that gamification and wearables can impact well-being positively. However, the full potential of gamification does not seem to be harnessed yet. Findings need to be explained with awareness due to the relatively methodological limitations of many studi...
University students’ mental well-being is a growing worldwide concern and is linked to their academi...
The rise of the digital era has caused digital domains to become increasingly prevalent and impactfu...
Funding Information: The author(s) disclosed receipt of the following financial support for the rese...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unf...
Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unf...
Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unf...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Background Compared to traditional persuasive technology and health games, gamification is posited t...
Purpose: This study aims to investigate the use of gamification and serious games as transformative ...
Purpose: This study aims to investigate the use of gamification and serious games as transformative ...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...
Purpose: This study aims to investigate the use of gamification and serious games as transformative ...
Recently, gamified wearable fitness trackers have received greater attention and usage among sport c...
University students’ mental well-being is a growing worldwide concern and is linked to their academi...
The rise of the digital era has caused digital domains to become increasingly prevalent and impactfu...
Funding Information: The author(s) disclosed receipt of the following financial support for the rese...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unf...
Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unf...
Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unf...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Background Compared to traditional persuasive technology and health games, gamification is posited t...
Purpose: This study aims to investigate the use of gamification and serious games as transformative ...
Purpose: This study aims to investigate the use of gamification and serious games as transformative ...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...
Purpose: This study aims to investigate the use of gamification and serious games as transformative ...
Recently, gamified wearable fitness trackers have received greater attention and usage among sport c...
University students’ mental well-being is a growing worldwide concern and is linked to their academi...
The rise of the digital era has caused digital domains to become increasingly prevalent and impactfu...
Funding Information: The author(s) disclosed receipt of the following financial support for the rese...